[Haskell-cafe] [reactive] A pong and integrate

Limestraël limestrael at gmail.com
Tue May 18 19:52:08 EDT 2010


> The game speed is determined by the amount of sleep
> per frame.

I that the saw sleep time at each loop is fixed (0.02). So game speed will
depend on processor speed, since with a more powerful CPU frames will be
computed quicklier?
So we don't have (with the Simple branch) some way to say "I want my sprite
to move 100 pixels *per second* on the left", except if we provide ourselves
a time signal?

2010/5/18 Patai Gergely <patai_gergely at fastmail.fm>

> > Time has to be an external signal?
> With the Simple version, yes. With the Param (and Delayed) versions it's
> pretty much like the old one, where you have to pass something (delta
> time being one possibility) as an additional parameter, and all stateful
> and transfer nodes will see it.
>
> > I saw dow uses the Simple experimental branch, and I don't see how you
> > synchronize elerea with GLFW (what is done by driveNetwork in the Chase
> > and Breakout examples which use the main branch).
> DoW doesn't use any notion of time for the game logic, so there's no
> need to synchronise. The game speed is determined by the amount of sleep
> per frame.
>
> Gergely
>
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